West Side: Kill three waves of cliknar (6 mobs, then 4 mobs, then 6 more mobs).

East Side: Kill the clockworks one by one, loot their items, and do turn-ins to the surrounding creation spawns until all six turn-ins have been done.

Complete both sides within 15 minutes to win the event.

Triggering the Event

Trigger the event by speaking with the avatar of deconstruction.

You say, 'Hail, an avatar of deconstruction'

an avatar of deconstruction says 'Might and intellect are flip sides of the same coin. The former is an application of the body and the latter is an application of the mind. Brell's Trials of Deconstruction are meant to test both. Are you prepared to undertake the trials of [Combat] and [Intellect]? You must successfully complete both before you are worthy of Brell's attention. When you are ready, tell me that you wish to [begin].'

You say, 'What about the Trial of Combat?'

an avatar of deconstruction says 'The Trial of Combat is meant to evaluate the battle potential of Brell's creations. After all, what is the value of a being that cannot defend itself? A new race must be able to survive in order to thrive. Consider the impressive resilience of Brell's many creations: the stoicism of the Coldain, the clever craftiness of Gnomes, the resilience of the Kobold, and the tenacity of the deadly Cliknar. It is the Cliknar that will challenge you in combat.'

You say, 'What about the Trial of Intellect?'

an avatar of deconstruction says 'The Trial of Intellect challenges the combatants' knowledge of Brell's creations. It is as important to know your potential enemies as it is to know yourself. You will have to deliver several objects to the correct creation. The concept is simple. The execution will not be. Time is short and there is little room for error.'

You say, 'We're ready to begin'

an avatar of deconstruction says 'The Trial of Combat is to the west. The Trial of Intellect is to the east. You must complete both trials simultaneously. If you are successful, return here for your reward. If you do not succeed, you will be far from the first to have been weighed in the balances and found deficient.'

The Timer

You must complete both the west and east sides within 15 minutes of triggering the event. An emote will go off every minute indicating how much time is remaining.

Mob Leashes & Death Touches

You can't pull mobs outside their rooms. If you do, they'll death touch their current target and respawn in the room at full health.

West Side: Mechanics

The cliknar have small aggro ranges, but their aggro is linked. If you aggro one, they'll all aggro.

The first wave of cliknar is active from the moment you initiate the trial. The second wave doesn't go active until a minimum of about five minutes has passed. The third wave doesn't go active until a minimum of about seven minutes has passed. The cliknar can spawn ahead of those times, but you won't be able to attack them until those points in the event.

Kill all the cliknar to complete the west side.

West Side: The Cliknar

All cliknar hit for a max ~11,000. They don't flurry or rampage. They are immune to mez, snare, stun, and charm. They summon beginning at around 97% health.

The second wave of cliknar consists of 2x "a cliknar lifemender" and 2x "a cliknar chitinguard". The lifemenders cast "Swarm of Fleas", "Joint Rot", and "Health Infusion" (heals another mob in the area). The chitinguards are pure melee.

The third wave of cliknar consists of 3x "a cliknar shell" and 3x "a cliknar bladeguard". The bladeguards cast "Barrier of Blades" on themselves. The shells will emote random players and cast "Fiendish Detonation", a targeted AE, around those players.

The emote preceding the "Fiendish Detonation" spell flashes up as yellow text on your screen. It also appears as plain text in your chat window. (emote needed)

Note: If you kill the shells fast enough, they won't do the emote. If they do manage to get off an emote and AE, they also die in the process.

East Side: Mechanics

Upon first entering the east room, you'll find six "a _____ creation" mobs around the room. These mobs are non-aggro. You'll also see a clockwork in the middle of the room. The clockwork is active, but has a small aggro range. You can pull it to your raid any time.

You'll kill one clockwork at a time. Subsequent clockwork spawns may have a small delay before you can attack them, depending on how long it takes you to kill them.

There is no set order for the clockwork spawns. They're random from a spawn table of three different mob types.

There are six creations around the room. They're a random combination from a spawn table of 12 different mob types. Each of them requires a specific item that will be dropped by the clockworks (more details about this in a section below).

Items drop from the clockworks one at a time in sets of 12. This means you won't get any repeat items and that the maximum number of clockworks you'll have to kill is 12. It most often takes 10-11 kills to get all six required drops. If you're lucky, it'll take less kills than that. If you're unlucky, you'll have to kill all 12 spawns. You won't have to kill any more than 12 unless you make a mistake.

Turning in an item to the correct creation despawns that mob. Do this for all six creations around the room to complete the east side.

East Side: The Clockworks

There are three types of clockwork mobs you'll encounter here. They each hit for a max ~12,000 and summon from 100% health.

"a rotocopter sentinel"

This mob has an emote-based AE death touch (appears in plain text on chat screen and as yellow text that flashes across the middle of your screen):

If "Spreading Tetanus" isn't cured within several seconds, it spreads itself to everyone around the inflicted player. Paladin splashes can cure this AE.

"a Brell-forged gnomework"

Every 30 seconds while this mob is on aggro, it spawns an untargettable, unattackable "greasy goo" on a random player. If you step into a goo, you'll be hit with the spell "Greasy Goo". You'll also be chain nuked with the spell "Caustic Goo" as long as you're standing in it, so you'll want to quickly move away from it.

Axe of Relentless Assault
Battletested Shield of Poise
Face of the Failed Creation
Fragile Shard of Focus
Fringed Cloak of Service
Glinting Incendiary Band
Harnessed Flame of the Creator
Katar of the Temple
Kris of Failed Creation
Layered Gorget of Tenacity
Martel of Unwavering Resolve
Metallic Remnant of Destruction
Molded Amulet of Inspiration
Polished Clasp of the Trials
Runed Band of Determination
Thick Gorget of Coordination
Twisted Ring of Deconstruction